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Tactical elements, like FFTactics, or Fire Emblem.
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just add th to the end of every third word.
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hey that looks brilliant! wheres the music from?

HELLO! YOU HAVE WIN ~classic :fogetcrazy:
Music's from an old HAL Labs game called Star Soldier.
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Here's a video of the first level of my simple space shooter, TedCraft.

And here's a title screen:

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SupremeWarrior: Both maps look fine, but somewhat repetitive. Try making them less "patterned", and add "stuff".

I'm working on a church map. So far I think it looks empty and not-too-modern (since it's in a modern game). Suggestions on how to improve? Oh, and I also need something to put on the upper part of the center wall.


One thing I've seen in modern churches, if it's summertime, is fans.

Or lamps/lights.  Also, it's missing a Piano.
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Here's a shot of the first boss.
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Here are some screens from a quick project that I started yesterday to prove to myself that I can at least finish a tiny game like this.  (In order of oldest to newest shots)



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I honestly prefer games where the "world" is very concentrated.

I don't like it when a world has hundreds of cities but they're all the same, or they're all very tiny.  When was the last time you saw a real town that only had 2 houses, a shop, and an inn?

I prefer fewer towns, but larger, more developed ones.

And as for locations, I dislike overworld systems in general.


I get that shrinking the world is supposed to give you a sense of how large it is, but it doesn't do that.  All it does exactly what it sounds like.  Shrink the world.  It makes things about your world less interesting.  I would prefer a game where you don't travel on an overworld, you either travel on foot on actual maps from one town to another (assuming these maps are interesting and actually have things on them, instead of just being miles of grass or a long path), or even just the screen fades to black and an implied journey occurs.  

I've been toying with the idea of cutting out the overworld from my game, and just showing a short "travel cutscene" between towns and other locations.  And there might be the odd ambush here and there, as well.  I think that would result in player paying less attention to the journey and more attention to the destination.

Not that the journey can't be interesting, but trying to force the journey to be interesting by making the player walk aimlessly through an oversized map and "discover" things just doesn't do it for me.

Overall, I just think more emphasis needs to be put on actual locations instead of the areas in between.  If you're going to make me walk across a long overworld, I at least want to feel some sense of reward when I find a town or something.  Instead it's just another town like all the others, with 2 houses, a shop and an inn.
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Looks awesome, Calvin.

Although this part looks weird to me.

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This is just me testing a piece of code I made.  Haven't put any graphics or anything in the game yet, (except the windowskin and the fish, anyway)


But with this, all I had to enter in the textbox was "I sure could use some *1 right about now...", where *# is the item number.
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Well obviously they'd have to be trained like any other soldier would.  It's not just like "HEY, HERE'S THE CONTROLS, GO KILL PEOPLE."
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I thought it was fine, before.  Looked pretty nice.
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I think the point isn't to be so unbearable that nobody will listen to it.

Just that it's the most annoying song ever, because it's got something in it to annoy just about everybody.
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I was going by that quote on the first page with the whole "they took our land" thing.  I really have no idea here.  I mean I know about the jews thinking Isreal is theirs because it was the promised land and all that, but that's about all I know.
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I heard there was a certain type of Algae that produces fossil fuels.  With a little bit of research into how it works, Oil could be turned into a renewable resource.
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Well you can't discredit the entire police force just because of one idiot.  But yeah he really fucked up.
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So basically, the Isrealites are like the North Americans, and the the Arabs are like the Aboriginals?
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Adding features like ducking and being able to shoot upwards and stuff like that would ruin the game.

It's like complaining about how your pawns can't move backwards in Chess.  It's part of the game.  It adds an element of strategy.  Whether or not you find that kind of thing fun is up to you.
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The bonus character would obviously be R2D2, which would be awesome.  I mean think about it.  PS3, Black, Darth Vader.  360, Green, Yoda.  Wii is white and shiny.  R2 would be perfect.


Also, about the cutscenes.  Anything they did in SCIII, they could do in a SCIV port.  SCIII was on the PS2, and it had real time cutscene endings.  Real time cutscenes aren't intensive at all.  They're actually much easier than FMV's.


They COULD make a wii version.  The hardest part would be down-grading the graphics and not making them look like total shit, since they won't want to completely redo them.

But they won't make one, anyway, because there's no real reason to.
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I'm sorry, I have no idea what you're talking about but I thought I'd mention that I read the topic title as "hard three way help"
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